Forgotten Realms - Pool of Radiance

Dungeons & Dragons Campaign Setting

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Players: As a courtesy to me, please read the contents of the following link, so that I may share with you my thought processes and design notes on the Campaign:
[[Campaign Information for Players]]
Please refer to the following sections for …

Prior to beginning any character creation, I feel it may be important for Players to read the following, if they have not already done so:
p. [[Campaign Information for Players | Campaign Information for Players]]
p. [[Pool of Radiance Character …

The basic information for Combat may be found here. To cut down on clutter, some links to related pages have been made.
To read my personal dissertation of Combat and how it converts over to gaming, click the following:
[[Designer's Notes on Combat …

h3. Spell Rule Basics
*Spell Points*
_-Spells are no longer memorized using a particular number of spells/spell level per day. Instead, the character receives a pool of Class Spell Points (sometimes called mana in other systems) to spend until able …

h3. Armor and Shields
These are advanced rules for armor. The following link is for a simplified version of the armor rules:
[[Simplified Armor Rules | Simplified Armor Rules]]
Definition for Cuirass: Armor that typically covers the chest & …

Many of the weapons have various sizes and weights, although they may sometimes share the same root names. This represents the multitudes of the varieties of the same weapons, and the preferences of those who use them. For example, two fighters may both …

The Base Attack Bonus and Weapon Speed/Delay yield how many attacks or actions a Character receives in a 10 second Melee Round.
-Weaponless attacks and General Actions use Weapon Speed "Very Quick" for Medium & Small creatures, "Quick" for Large, " …

_-Characters with NO specific training in handling two weapons at once:_
1) Deliver *one* attack per round with the secondary weapon.
2) Attack is at HALF *Base Attack Bonus (BAB)* with the secondary weapon.
3) Attack is at HALF *Strength and …

The following optional chart shows what segments, of a ten second Melee Round, that attacks/actions would take place, if not rolling for initiatives.
p=. *Segment*
|*# of*|*1*|*2*|*3*|*4*|*5*|*6*|*7*|*8*|*9*|*10*|
|*Attacks*|||||||||||
|*1 …

This area lists spells and any noted changes to them. The lists may expand over time, even as the game is played.
[[Bard Spell Changes | Bard Spell Changes]]
[[Cleric Spell Changes | Cleric Spell Changes]]
[[Druid Spell Changes | Druid Spell …

h3. Initiative
*Weapon Initiative and Weaponless Initiative*
_-Determined by rolling an unmodified d10 for every attack that can be made during the round, or by using the optional Default Initiative Chart._
_-The result represents the segment that …

_- If an attacker and defender rolls tie, they are "Locked in Combat" (or a similar situation) and may be entitled to another free attack in the upcoming segments.
*Maintaining the Lock*
_-If the attacker wishes to maintain the Lock, the NEXT …

_The movement system has been completely changed._
_-Movement takes place *every* segment, and every creature that wishes to move, may do so._
_Although movement is taking place simultaneously across the board, the Dungeon Master may optionally set up …

_-This section describes Charging, its benefits, drawbacks, and what takes place. Some information here is redundant, but restated here to keep all of the Charging information together:
Charging and Rushing take place often during combat. In the game …